/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/**
 *  @file SDL_events.h
 *  Include file for SDL event handling
 */

#ifndef _SDL_events_h
#define _SDL_events_h

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_active.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_quit.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

    /** @name General keyboard/mouse state definitions */
    /*@{*/
#define SDL_RELEASED    0
#define SDL_PRESSED 1
    /*@}*/

    /** Event enumerations */
    typedef enum {
        SDL_NOEVENT = 0,         /**< Unused (do not remove) */
        SDL_ACTIVEEVENT,         /**< Application loses/gains visibility */
        SDL_KEYDOWN,         /**< Keys pressed */
        SDL_KEYUP,           /**< Keys released */
        SDL_MOUSEMOTION,         /**< Mouse moved */
        SDL_MOUSEBUTTONDOWN,     /**< Mouse button pressed */
        SDL_MOUSEBUTTONUP,       /**< Mouse button released */
        SDL_JOYAXISMOTION,       /**< Joystick axis motion */
        SDL_JOYBALLMOTION,       /**< Joystick trackball motion */
        SDL_JOYHATMOTION,        /**< Joystick hat position change */
        SDL_JOYBUTTONDOWN,       /**< Joystick button pressed */
        SDL_JOYBUTTONUP,         /**< Joystick button released */
        SDL_QUIT,            /**< User-requested quit */
        SDL_SYSWMEVENT,          /**< System specific event */
        SDL_EVENT_RESERVEDA,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVEDB,     /**< Reserved for future use.. */
        SDL_VIDEORESIZE,         /**< User resized video mode */
        SDL_VIDEOEXPOSE,         /**< Screen needs to be redrawn */
        SDL_EVENT_RESERVED2,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVED3,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVED4,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVED5,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVED6,     /**< Reserved for future use.. */
        SDL_EVENT_RESERVED7,     /**< Reserved for future use.. */
        /** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
        SDL_USEREVENT = 24,
        /** This last event is only for bounding internal arrays
            *  It is the number of bits in the event mask datatype -- Uint32
         */
        SDL_NUMEVENTS = 32
    } SDL_EventType;

    /** @name Predefined event masks */
    /*@{*/
#define SDL_EVENTMASK(X)    (1<<(X))
    typedef enum {
        SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
        SDL_KEYDOWNMASK     = SDL_EVENTMASK(SDL_KEYDOWN),
        SDL_KEYUPMASK       = SDL_EVENTMASK(SDL_KEYUP),
        SDL_KEYEVENTMASK    = SDL_EVENTMASK(SDL_KEYDOWN)|
                              SDL_EVENTMASK(SDL_KEYUP),
        SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
        SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
        SDL_MOUSEBUTTONUPMASK   = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
        SDL_MOUSEEVENTMASK  = SDL_EVENTMASK(SDL_MOUSEMOTION)|
                              SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
                              SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
        SDL_JOYAXISMOTIONMASK   = SDL_EVENTMASK(SDL_JOYAXISMOTION),
        SDL_JOYBALLMOTIONMASK   = SDL_EVENTMASK(SDL_JOYBALLMOTION),
        SDL_JOYHATMOTIONMASK    = SDL_EVENTMASK(SDL_JOYHATMOTION),
        SDL_JOYBUTTONDOWNMASK   = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
        SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
        SDL_JOYEVENTMASK    = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
                              SDL_EVENTMASK(SDL_JOYBALLMOTION)|
                              SDL_EVENTMASK(SDL_JOYHATMOTION)|
                              SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
                              SDL_EVENTMASK(SDL_JOYBUTTONUP),
        SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
        SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
        SDL_QUITMASK        = SDL_EVENTMASK(SDL_QUIT),
        SDL_SYSWMEVENTMASK  = SDL_EVENTMASK(SDL_SYSWMEVENT)
    } SDL_EventMask ;
#define SDL_ALLEVENTS       0xFFFFFFFF
    /*@}*/

    /** Application visibility event structure */
    typedef struct SDL_ActiveEvent {
        Uint8 type; /**< SDL_ACTIVEEVENT */
        Uint8 gain; /**< Whether given states were gained or lost (1/0) */
        Uint8 state;    /**< A mask of the focus states */
    } SDL_ActiveEvent;

    /** Keyboard event structure */
    typedef struct SDL_KeyboardEvent {
        Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
        Uint8 which;    /**< The keyboard device index */
        Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
        SDL_keysym keysym;
    } SDL_KeyboardEvent;

    /** Mouse motion event structure */
    typedef struct SDL_MouseMotionEvent {
        Uint8 type; /**< SDL_MOUSEMOTION */
        Uint8 which;    /**< The mouse device index */
        Uint8 state;    /**< The current button state */
        Uint16 x, y;    /**< The X/Y coordinates of the mouse */
        Sint16 xrel;    /**< The relative motion in the X direction */
        Sint16 yrel;    /**< The relative motion in the Y direction */
    } SDL_MouseMotionEvent;

    /** Mouse button event structure */
    typedef struct SDL_MouseButtonEvent {
        Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
        Uint8 which;    /**< The mouse device index */
        Uint8 button;   /**< The mouse button index */
        Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
        Uint16 x, y;    /**< The X/Y coordinates of the mouse at press time */
    } SDL_MouseButtonEvent;

    /** Joystick axis motion event structure */
    typedef struct SDL_JoyAxisEvent {
        Uint8 type; /**< SDL_JOYAXISMOTION */
        Uint8 which;    /**< The joystick device index */
        Uint8 axis; /**< The joystick axis index */
        Sint16 value;   /**< The axis value (range: -32768 to 32767) */
    } SDL_JoyAxisEvent;

    /** Joystick trackball motion event structure */
    typedef struct SDL_JoyBallEvent {
        Uint8 type; /**< SDL_JOYBALLMOTION */
        Uint8 which;    /**< The joystick device index */
        Uint8 ball; /**< The joystick trackball index */
        Sint16 xrel;    /**< The relative motion in the X direction */
        Sint16 yrel;    /**< The relative motion in the Y direction */
    } SDL_JoyBallEvent;

    /** Joystick hat position change event structure */
    typedef struct SDL_JoyHatEvent {
        Uint8 type; /**< SDL_JOYHATMOTION */
        Uint8 which;    /**< The joystick device index */
        Uint8 hat;  /**< The joystick hat index */
        Uint8 value;    /**< The hat position value:
             *   SDL_HAT_LEFTUP   SDL_HAT_UP       SDL_HAT_RIGHTUP
             *   SDL_HAT_LEFT     SDL_HAT_CENTERED SDL_HAT_RIGHT
             *   SDL_HAT_LEFTDOWN SDL_HAT_DOWN     SDL_HAT_RIGHTDOWN
             *  Note that zero means the POV is centered.
             */
    } SDL_JoyHatEvent;

    /** Joystick button event structure */
    typedef struct SDL_JoyButtonEvent {
        Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
        Uint8 which;    /**< The joystick device index */
        Uint8 button;   /**< The joystick button index */
        Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
    } SDL_JoyButtonEvent;

    /** The "window resized" event
     *  When you get this event, you are responsible for setting a new video
     *  mode with the new width and height.
     */
    typedef struct SDL_ResizeEvent {
        Uint8 type; /**< SDL_VIDEORESIZE */
        int w;      /**< New width */
        int h;      /**< New height */
    } SDL_ResizeEvent;

    /** The "screen redraw" event */
    typedef struct SDL_ExposeEvent {
        Uint8 type; /**< SDL_VIDEOEXPOSE */
    } SDL_ExposeEvent;

    /** The "quit requested" event */
    typedef struct SDL_QuitEvent {
        Uint8 type; /**< SDL_QUIT */
    } SDL_QuitEvent;

    /** A user-defined event type */
    typedef struct SDL_UserEvent {
        Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
        int code;   /**< User defined event code */
        void *data1;    /**< User defined data pointer */
        void *data2;    /**< User defined data pointer */
    } SDL_UserEvent;

    /** If you want to use this event, you should include SDL_syswm.h */
    struct SDL_SysWMmsg;
    typedef struct SDL_SysWMmsg SDL_SysWMmsg;
    typedef struct SDL_SysWMEvent {
        Uint8 type;
        SDL_SysWMmsg *msg;
    } SDL_SysWMEvent;

    /** General event structure */
    typedef union SDL_Event {
        Uint8 type;
        SDL_ActiveEvent active;
        SDL_KeyboardEvent key;
        SDL_MouseMotionEvent motion;
        SDL_MouseButtonEvent button;
        SDL_JoyAxisEvent jaxis;
        SDL_JoyBallEvent jball;
        SDL_JoyHatEvent jhat;
        SDL_JoyButtonEvent jbutton;
        SDL_ResizeEvent resize;
        SDL_ExposeEvent expose;
        SDL_QuitEvent quit;
        SDL_UserEvent user;
        SDL_SysWMEvent syswm;
    } SDL_Event;


    /* Function prototypes */

    /** Pumps the event loop, gathering events from the input devices.
     *  This function updates the event queue and internal input device state.
     *  This should only be run in the thread that sets the video mode.
     */
    extern DECLSPEC void SDLCALL SDL_PumpEvents(void);

    typedef enum {
        SDL_ADDEVENT,
        SDL_PEEKEVENT,
        SDL_GETEVENT
    } SDL_eventaction;

    /**
     *  Checks the event queue for messages and optionally returns them.
     *
     *  If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
     *  the back of the event queue.
     *  If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
     *  of the event queue, matching 'mask', will be returned and will not
     *  be removed from the queue.
     *  If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
     *  of the event queue, matching 'mask', will be returned and will be
     *  removed from the queue.
     *
     *  @return
     *  This function returns the number of events actually stored, or -1
     *  if there was an error.
     *
     *  This function is thread-safe.
     */
    extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
                                               SDL_eventaction action, Uint32 mask);

    /** Polls for currently pending events, and returns 1 if there are any pending
     *  events, or 0 if there are none available.  If 'event' is not NULL, the next
     *  event is removed from the queue and stored in that area.
     */
    extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);

    /** Waits indefinitely for the next available event, returning 1, or 0 if there
     *  was an error while waiting for events.  If 'event' is not NULL, the next
     *  event is removed from the queue and stored in that area.
     */
    extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);

    /** Add an event to the event queue.
     *  This function returns 0 on success, or -1 if the event queue was full
     *  or there was some other error.
     */
    extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);

    /** @name Event Filtering */
    /*@{*/
    typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
    /**
     *  This function sets up a filter to process all events before they
     *  change internal state and are posted to the internal event queue.
     *
     *  The filter is protypted as:
     *      @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode
     *
     * If the filter returns 1, then the event will be added to the internal queue.
     * If it returns 0, then the event will be dropped from the queue, but the
     * internal state will still be updated.  This allows selective filtering of
     * dynamically arriving events.
     *
     * @warning  Be very careful of what you do in the event filter function, as
     *           it may run in a different thread!
     *
     * There is one caveat when dealing with the SDL_QUITEVENT event type.  The
     * event filter is only called when the window manager desires to close the
     * application window.  If the event filter returns 1, then the window will
     * be closed, otherwise the window will remain open if possible.
     * If the quit event is generated by an interrupt signal, it will bypass the
     * internal queue and be delivered to the application at the next event poll.
     */
    extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);

    /**
     *  Return the current event filter - can be used to "chain" filters.
     *  If there is no event filter set, this function returns NULL.
     */
    extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
    /*@}*/

    /** @name Event State */
    /*@{*/
#define SDL_QUERY   -1
#define SDL_IGNORE   0
#define SDL_DISABLE  0
#define SDL_ENABLE   1
    /*@}*/

    /**
    * This function allows you to set the state of processing certain events.
    * If 'state' is set to SDL_IGNORE, that event will be automatically dropped
    * from the event queue and will not event be filtered.
    * If 'state' is set to SDL_ENABLE, that event will be processed normally.
    * If 'state' is set to SDL_QUERY, SDL_EventState() will return the
    * current processing state of the specified event.
    */
    extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);

    /* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* _SDL_events_h */
